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Editing 40d:Defense design

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{{quality|Exceptional|16:00, 29 April 2011 (UTC)}}{{av}}
 
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain  into a defensible whole.   
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain  into a defensible whole.   
  
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   '''Key:'''
 
   '''Key:'''
 
  '''symbol  tile'''
 
  '''symbol  tile'''
   ·  -  Empty space
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   •  -  Empty space
   +   -  Constructed floor, or top of wall section from lower level
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   + -  Constructed floor, or top of wall section from lower level
   '''0'''   -  Isolated wall section
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   '''0''' -  Isolated wall section
  ╔╦═╗
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  ╔═╗
  ╠╬═╣ -  Connected wall  
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  ║ ║ -  Connected wall  
  ║║ ║
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  ╚═╝
╚╩═╝
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   ╬ -  Fortifications
   ╬   -  Fortifications
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   X -  Up/down [[stairs]]
   X   -  Up/down [[stairs]]
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   < -  Up stair
   <   -  Up stair
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   > -  Down stair
   >   -  Down stair
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   ▲ -  Up ramp/slope
   ▲   -  Up ramp/slope
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   ▼ -  Down ramp/slope
   ▼   -  Down ramp/slope
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   -  natural ground
   -  natural ground
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   ☺ -  dwarf
   ☺  -  dwarf
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==General suggestions==
 
==General suggestions==
 
General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.
 
General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.
  
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor-intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.   
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Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.   
  
 
===Meeting area as defense===
 
===Meeting area as defense===
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Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
 
Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
  
===Guard Animals===
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===Defending the edge===
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You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than a Republican tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.
  
Both [[thieves]] and [[ambush]]es are invisible until something bumps into them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anythingOnce this happens (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is niceTherefore, it's a common practice to use animals to act as alarm systems, by [[restrain]]ing them in entryways.
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* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans, which instead appear somewhere desirableTrain up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins..Trade caravans arrive a few squares from your depot, which you can offset behind a wall to protect from archers.  Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Invaders can also be allowed in by small groups if desired).  Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.
  
There are some considerations to good placement of such animalsIf you have a 1- or 2-wide hall, one animal is enough. If you have a 3-wide hallway (wide enough for a [[caravan]]), you need to restrain two animals, one at each side of the hall.
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* The moat should be designed to prevent entry except by falling and entry except by climbing, from both sidesDespite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.
  
  ══════════    R = restraint
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* Because migrants might turn up near wild animals, it is nice to wall off the last square in shorter segments. Each one or two segments are served by a separate lever bridge. This can be done by:
  +++1R1++++    1 = area of animal 1
 
+++bbb++++    2 = area of animal 2
 
+++2R2++++    b = area of both
 
══════════
 
  
This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over [[restraint]]s and restrained creatures without problem.  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.
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** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.
  
Unless you're happy losing these animals on a regular basis, you should try to keep them alive...
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** treesIf left intact they separate any fertile patches into many small segments.
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.
 
:* Don't have them as your "first line of defense" - put them deeper in the entry, behind some traps
 
:* Put them inside, so flying creatures have to come down to their level to attack them.
 
:* Consider using a [[pressure plate]] at the extreme entrance to seal off the hall further down and keep your guard animal(s) safeThieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.
 
  
Remember that anything short of a [[megabeast]] is not a good match for an armoured opponent. While watching your tame [[grizzly bear]] or [[alligator]] tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.
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** floors. These can be built on unequal terrain, preventing passage.
  
===Defending the edge===
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** raised drawbridges.<sup>I think</sup>
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''
 
  
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away. 
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** Fortifications carved into the outer edge rock the next layer down.<sup>I think</sup>
* You can also build bridges all the way up to the edge.  A long, skinny bridge is, effectively, a wall; however, it looks the same whether it's open or closed.
 
  
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arriveBe very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.
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* Note that it should be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagonIn this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.<sup>I think</sup>
  
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map [[horse]]s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''
 
 
==== Design considerations ====
 
 
* The moat should be designed to prevent entry except by falling and entry except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.
 
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)
 
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as [[tree]]s on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any [[channeling]] permanently changes the dug-out tile to "Light Above Ground", which restricts these features from tiles near the edge even if floors are later constructed to close the space.
 
* Because migrants might turn up near wild animals or be followed closely by [[goblin]]s, it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:
 
** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.
 
** trees.  If left intact they separate any fertile patches into many small segments.
 
** floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a [[one-way]] path.
 
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.
 
** You can build up ramps at the edge, which may disrupt passage?<sup>Needs testing</sup>
 
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.<sup>Probably not.</sup>
 
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back [[building destroyer]]s, and remote [[lever]] control is needed because other gates can be "taken by invaders" and become unlockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.
 
  
 
===Simple 5x5 Archer's Tower===
 
===Simple 5x5 Archer's Tower===
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As discussed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge.  
 
As discussed step-by-step in the article on [[mega construction]], this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge.  
  
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set. (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
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Crossbows actually have their range reduced by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.
 
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<pre>
  Side                Below        Ground      Archer      Roof
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Side                Below        Ground      Archer      Roof
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    ___               X          ║X..║        ╬>++╬        ·++
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    X__               X          ║X,,║        ╬X++╬        .X++.
    ╬>╬_╬                           ║...║        ╬++╬        ·+++·
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  ╬X__╬                           ║,,,║        ╬+++╬        .+++.
___║X__║___                        ║...║        ╬+++╬        ·+++·
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___║X__║___                        ║,,,║        ╬+++╬        .+++.
    X                              ╚═══╝        ╬╬╬╬╬        ·····
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    X                              ╚═══╝        ╬╬╬╬╬        .....
  
This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish, with an up-down stair instead of down on all but the uppermost archer levels.  You can get the roof without stair access by building a wall and ramp on one of the archer level sides first, then building the roof and removing the wall and ramp to build the fortifications that go in their place.  Remember to use the "corners first" technique when necessary. (See [[Tower]].)
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_ = floor, natural            , = ground tile
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      or constructed</pre>
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This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish.  A top-level "down stair" is necessary to build the "roof" - might as well build an up/down stair instead, no real reason not to.  Remember to use the "corners first" technique when necessary. (See [[Tower]].)
  
 
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).
 
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).
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====Siege engine turrets====
 
====Siege engine turrets====
If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay inside" order must be off unless this is built as an open room under a natural ceiling.
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If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay underground" order must be off unless this is built as an open room under a ceiling.
  
 
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
 
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
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=====vs. building destroyers=====
 
=====vs. building destroyers=====
For [[building destroyer]]s, spare statues can serve the same purpose as bait animals.
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For [[building destroyers]], spare statues can serve the same purpose as bait animals.
  
 
=====Pathing slowdowns=====
 
=====Pathing slowdowns=====
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
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UNDER CONSTRUCTION
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===Expanding a simple square fortress wall===
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The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.
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There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind. 
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This will show some basic examples of the infinitely possible variations.
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==Entrance designs==
 
==Entrance designs==
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One effective way to have [[Siege engine]]s (help) defend your fortress is:
 
One effective way to have [[Siege engine]]s (help) defend your fortress is:
  
'''One ballista vs 3-wide hallway'''
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*<tt>+</tt> - floor
══════════════════════════╦═════
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*<tt>═</tt> - wall
Entrance++++++++++++▼·····║▐▀\
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*<tt>▼</tt> - ramp
Entrance++++++++++++▼·····╬◄═«
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*<tt>\</tt> - channel
Entrance++++++++++++▼·····║▐▄/
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*<tt>╬</tt> - fortification
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<br />'''One ballista vs 3-wide hallway'''
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<pre>|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═|═|═
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|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|▀|
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Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.
 
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.
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====Ballista battery====
 
====Ballista battery====
 
3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.   
 
3 (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.   
 
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<pre>                                                                |╦|═|═|═|
                                ╔═══
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|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|    ║|▐|▀|▀|◄|═|« (~ammo~)
Entrance++++++++++++▼·····╬  ╬▐▀\◄═« (~ammo~)
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|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄|
Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/
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|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~)
Entrance++++++++++++▼·····╬◄═«▐▄/ (~ammo~)
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|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~)
══════════════════════════╣▐▄/ (~ammo~)
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                                                      |═|═|═|═|═|═|═|═|═|</pre>
                          ╚═════════
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Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
 
 
Be sure to use fortifications to prevent dwarvws from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
 
  
 
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.
 
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.
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=== The "Reverse Battlement" design ===
 
=== The "Reverse Battlement" design ===
  
Level Z+0 (ground):
+
<pre>  |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'
  ...............
+
F |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═
F ═══════════════
+
O |.|.|.|.|.|╬|@|+|+|║|.|g|.|g|.
O ..g≥...g......
+
R |.|.|.|g|.|╬|@|+|+|║|.|.|.|.|g
R ........g.....
+
T |.|.|.|.|.|╬|@|+|+|║|.|.|g|.|. <- Direction  <-
T ...g≤..g....... <-- enemies enter here
+
R |.|.|.|.|g|╬|@|+|+|║|g|.|.|g|g   <-  of attack <-
R ..≥......g.....
+
E |.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.
E .g.≤.........g.
+
S |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═
S ═══════════════
+
S |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'</pre>
S ...............
 
 
 
Level Z+1 (bridge):
 
  
E ·····║+++║·····
+
:* <tt>.</tt> = ground level
N +++++║+++║+++++
+
:* + = bridge/overpass
T ·····╬☺++║·····
+
:* ╬ = fortification
R ·····╬☺++║·····
+
:* <tt>═</tt> = wall, channel or other obstacle (to force path of attackers)
A ·····╬☺++║····· <-- archers shoot them from up above
+
:* <tt>@</tt> = marksdwarf
N ·····╬☺++║·····
+
:* <tt>g</tt> = goblin attackers
C ·····╬☺++║·····
 
E +++++║+++║+++++
 
  ·····║+++║·····
 
  
 
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.
 
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.
  
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and dwarves can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.
+
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.
  
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.
Line 244: Line 250:
  
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.
 +
*<tt>═</tt>  - Wall 
 +
*<tt>╬</tt>  - [[fortification]]
 +
*<tt>+</tt>  - Floor, the path the attackers must take
 +
*A space  - pit (filled with [[Trap#Upright Spear/Spike|spikes]], [[water]], [[magma]], whatever you prefer)
 +
*<tt>@</tt>  - [[Marksman|Marksdwarves]] 
 +
*<tt>1, 2, 3</tt>  - Bridges (3 shown) over pits
 +
<pre>
 +
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|E|N|T|R|A|N|C|E|+
 +
|═|═|╦|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|1|1|1|═|╦|═|═
 +
|+|@|╬| |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| |╬|@|+
 +
|+|@|╬| |+| | | | | | | | | | | | | | | |2|2|2| |╬|@|+
 +
|+|@|╬| |+| | |+| | | |+| | | |+| | | |+|+|+|+| |╬|@|+
 +
|+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+
 +
|+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+
 +
|+|@|╬| |+| |+| |+| |+| |+| |+| |+| |+| |+|+|+| |╬|@|+
 +
|+|@|╬| | |+| | | |+| | | |+| | | |+| | |+|+|+| |╬|@|+
 +
|+|@|╬| | | | | | | | | | | | | | | | | |+|+|+| |╬|@|+
 +
|+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗| |+|+|+| |╬|@|+
 +
|+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬| |+|+|+| |╬|@|+
 +
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+
 +
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬| |+|+|+| |╬|@|+
 +
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬| |+|+|+| |╬|@|+
 +
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+
 +
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |+|+|+| |╬|@|+
 +
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬| |3|3|3| |╬|@|+</pre>
  
++++++++++++++++++ENTRANCE+
+
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up,
══╦════════════════O╞═╡O╦══  <-- Bridge 1
+
cut it down to a 1 tile lane to slow down invaders more.
+☺╬·+++++++++++++++++++·╬☺+
 
++╬·+···············╞═╡·╬++  <-- Bridge 2
 
++╬·+··+···+···+···++++·╬++
 
+☺╬·+·+·+·+·+·+·+·+·+++·╬☺+
 
++╬·+·+·+·+·+·+·+·+·+++·╬++
 
++╬·+·+·+·+·+·+·+·+·+++·╬++
 
+☺╬··+···+···+···+··+++·╬☺+
 
++╬·················+++·╬++
 
++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++
 
++☺++☺++☺++☺++☺++☺╬·+++·╬☺+
 
++++++++++++++++++╬·+++·╬++
 
++++++++++++++++++╬·+++·╬++
 
══════════════╗++☺╬·+++·╬☺+
 
              ║+++╬·+++·╬++
 
              ║+++╬·+++·╬++
 
              ║++☺╬·╞═╡·╬☺+  <-- Bridge 3
 
 
 
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.
 
  
 
===Twisty maze===
 
===Twisty maze===
Line 275: Line 288:
 
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.
 
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.
  
 
+
<!--888888888888888888888888888888888888888888888888888888888888888888-->
{{Category|Guides}}
+
[[Category:Guides]]
{{category|Fortress defense}}
+
[[Category:Fortress defense| ]]
{{category|Design}}
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[[Category:World]]
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[[Category:Design]]

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